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Emil Rosenthal - V. Human Knight of Solamnia Oath of Vengeance Paladin


The NTR Knight

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Emil Rosenthal - V. Human Knight of Solamnia - Oath of Vengeance Paladin

Emil the Vengeful

Name: Emil Rosenthal

Character Concept:

A knight-errant on a single-minded quest for vengeance

Lineage, Background, Planned-Subclass Class:

V. Human, Knight of Solamnia, Oath of Vengeance Paladin

Description:

A lanky man clad head to toe in armor, yet he is anything but a knight in shining armor. The surcoat over his mail is ragged and tattered, littered with stains of all kinds, and barely held together by belts and straps. Not many have seen his face or much of his skin, but some have chanced glances. He has pale white skin, silvery white hair, and ice blue eyes. His face is rather thin from those who have seen him eat, where he momentarily raises the faceplate of his helm to insert food.

 

Emil walks as though he has a problem on his legs. He almost always slouches and moves as though he were half-dead. Overall, he appears to be the type of man to barely take care of himself, which is unfortunately the truth. He only eats enough to sustain himself, only drinks water to stay hydrated, and only sleeps when his body simply cannot handle moving forward anymore. His voice does not quite match his demeanor, however, being rather soft and flamboyant.

 

Your Character’s Plothook:

Ispin visited Emil's village when he was just a boy, saving it as it was under attack by bandits. Afterwards, the village celebrated and hosted a feast in his name. Emil listened as he told the people of the village his exploits and approached the adventurer afterwards, claiming to want to be just like him. Amused by the young lad, Ispin gifted him a battleaxe from his repertoire, telling him to come find him once he was strong enough to swing it, before leaving the village to resume his adventures.

 

Past is Prologue:

Emil was born in a simple farming community. He had a hard-working father, a loving mother, and a lively younger sister alongside him. His mother always read the two stories about heroes of old, the adventures they had, and the glory they witnessed. So when a renowned adventurer saved his village from bandits and gifted him an axe, he knew his path was to become a great hero just like in his mother's stories. When he became of age, he decided to leave his humble village to pursue the path of a knight. With nothing but the clothes on his back, some coins gifted by his friends and family in the village, and the battleaxe gifted by the adventurer he idolized, he set forth to join the Knights of Solamnia.

 

Though not the most skilled of recruits, he was very persistent. No matter what challenges and obstacles he faced, he persevered. He became like a beacon to his peers, an optimist that always lit up the room and cheered up those around him. He quickly got promoted from a humble squire to a proud knight through his many a good deed. He had many accomplishments, but not many of them were enough to rise towards becoming a hero. Still, he pressed on in pursuit of his dream. No matter how much losses he faced, how many comrades died in front of him, how much tragedy he faced, he kept on being the beacon of light his comrades and brothers could count on... until that fateful night.

 

He received word of dragons and their ilk attacking clusters of villages. His home so happened to be in the area. He assembled a squadron of fine men to at the very least evacuate the village. It took some time to convince his superiors, but he nonetheless made haste. Luckily, he had arrived to find his home safe and sound... unfortunately, it didn't stay that way. As soon as they arrived, the village was attacked full force, so he moved his brothers in arms to defend the villagers as they coordinated an evacuation. They fought valiantly, but one by one they fell, hoping to buy the villagers more time. Yet no matter what they did, the result would have ended the same.

 

The young knight looked upon the village as it burnt to the ground, the populace dead. The only survivor that fateful day, he took upon the axe gifted by the adventurer and swore vengeance. Gone was the young man full of hope and joy, what remained was a husk who only moved forward in a single-minded quest for vengeance, until the day that body gave up permanently.

 

 

Is Might Right? Might is what dictates who lives and dies. Might is everything, seek it always, until the day your body gives in.

Deity: Emil still believes in the gods' existence, yet he no longer worships them as he's lost his faith. The gods cannot help him in his quest for vengeance, it is in his hands alone.

Music:

A man who will keep moving forward until his body gives in

Burning deep with rage as he seeks to eliminate his adversaries

Misunderstood as a simple killer, he only wishes to reach his dream

Impressions: Will fill in as he interacts with the others in the IC thread

Images: (Placeholder, don't know if I have anything to add yet)

Connections: He no longer has any family left, and he's cut contact with the people he'd even consider friends. No, the only people left are those that may come after him, and they are plenty. From family of his fallen comrades who blame him for their loved ones' deaths, to self-righteous knights who believe ha has strayed from the path and must be brought to justice.

Emil's Secret:

Below is a secret aspect of Emil that no other character would know. If you wish to know then go ahead, otherwise simply do not click the spoiler. Something something no metagaming blah blah blah, everyone knows that.

Reveal secret

In that fateful night, Emil was not in fact the last survivor. It was his younger sister, Emilia. As he lay dying in her arms, protecting her from a lethal blow with his own body, he said his last goodbye, he told her his last regret. While ultimately, he was glad to save her, he regretted that he was unable to reach his dream of becoming a hero of legend, just like in the stories their mother used to tell. After he breathed his last, Emilia took upon his mantle.

 

Emil could reach his dream, she simply had to become him and become such a hero. Gone was the humble village girl, a nobody content with her dull life, someone who'd be forgotten in history. Even so, she had no formal training and she clearly did not know the proper etiquette of a knight, she was nothing like her brother... at the very least, her inner rage was a good enough start. So she has wandered the lands as her dear brother, taking great pains to maintain the lie.

 

Edited by The NTR Knight
Construction (see edit history)
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Variant Human

Ability Scores: Choose any two unique +1 (STR +1, CHA +1)
Size: Medium
Speed: 30 ft.

Skills. You gain proficiency in one skill of your choice. (Animal Handling)

Feat. You gain one feat of your choice. (Shield Master)

Languages. You can speak, read, and write Common and one other language (Draconic) that you and your DM agree is appropriate for your character.

Source: PHB, page 31

Edited by The NTR Knight (see edit history)
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Knight of Solamnia

Prerequisite: Dragonlance Campaign

Skill Proficiencies: Athletics, Survival
Languages: Two of your choice (Solamnic and Abanasinian)
Equipment: An insignia of rank, a deck of cards, a set of common clothes, and a pouch containing 10 gp

Feature: Squire of Solamnia

You gain the Squire of Solamnia feat.

In addition, the Knights of Solamnia provide you free, modest lodging and food at any of their fortresses or encampments.

Building a Knight of Solamnia Character

Any class that has martial prowess can be a good fit in the Knights of Solamnia. Fighters and paladins make up the bulk of the knighthood’s forces. Clerics (often with the War domain) can also be found among the knights’ ranks.

For a more unusual take on a Knight of Solamnia character, consider playing a bard of the College of Valor (or the College of Swords from Xanathar’s Guide to Everything) or a barbarian devoted to the ideals of the nature god Habbakuk (perhaps adopting the Path of the Zealot from Xanathar’s Guide to Everything).

Knight of Solamnia Trinkets. When you make your character, roll once on the Knight of Solamnia Trinkets table instead of on the Trinkets table in the Player’s Handbook for your starting trinket.

Knight of Solamnia Trinkets
d6 Trinket
1 A flat silver disk you record your heroics upon
2 A piece of a fallen knight’s armor
3 A pendant featuring a crown, a rose, or a sword
4 The pommel of your mentor’s sword
5 A meaningful favor from someone you defended—perhaps a handkerchief or glove
6 A locket with a sketch of a silver dragon inside

 

 

 

 

 

 

 

Source: DSotDQ, page 30

Edited by The NTR Knight (see edit history)
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Oath of Vengeance Paladin

Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Divine Sense, Lay on Hands

Hit Points

Hit Dice: 1d10
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 5) + your Constitution modifier per Paladin level after 1st

Proficiencies

Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: Wisdom, Charisma
Skills: Choose 2 from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion.

Starting Equipment

You start with the following items, plus anything provided by your background.

  • (a) a martial weapon (battleaxe) and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) a priest's pack or (b) an explorer's pack
  • Chain mail and a holy symbol

   Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

 

 

Level 1 - Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

 

Level 1 - Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

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Feats

Level 1 Bonus Feat

Squire of Solamnia

Prerequisites: Dragonlance Campaign, plus Fighter, Paladin, or Knight of Solamnia

Your training in the ways of the Knights of Solamnia grants you these benefits:

Mount Up. Mounting or dismounting costs you only 5 feet of movement.

Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.

Source: DSotDQ, page 34

 

 

Variant Human Feat

Shield Master

Prerequisites: None

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

  • If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
  • If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Source: PHB, page 170

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Inventory

Worn

  1. a pouch containing 10 gp - Starting equipment (background)
  2. a set of common clothes - Starting equipment (background)
  3. chain mail (AC 16) - Starting equipment (class)
  4. a shield (AC +2) - Starting equipment (class)

Weapons

  1. a battleaxe (1d8 slashing - versatile (1d10)) - Starting equipment (class)
  2. 5 javelins (1d6 piercing - thrown (30/120 ft.)) - Starting equipment (class)

Instruments & Tools

  1. none

Other

  1. an insignia of rank - Starting equipment (background)
  2. a deck of playing cards - Starting equipment (background) - thrown away, no time to gamble or play for fun
  3. an explorer’s pack - Starting equipment (class)
    • a backpack
    • a bedroll
    • a mess kit
    • a tinderbox
    • 10 torches
    • 10 days' worth of rations
    • a waterskin
    • 50 feet of hempen rope
  4. holy symbol - Starting equipment (class) - disregarded for flavor, not actually a paladin

 

Money

 
Platinum (pp) Gold (gp) or Steel (stl) Bronze (bp) or Silver (sp) Copper (cp)
0 10 0 0

Trinket

2 - A piece of a fallen knight’s armor - Starting equipment (background)

Edited by The NTR Knight (see edit history)
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The Vengeful Knight

Emil Rosenthal, the Vengeful Knight

Human Knight of Solamnia, Oath of Vengeance Paladin 1


AC: 18 (Chain Mail+2 Shield) | HP: 12/12 (1d10+2) | Speed: 30 ft.
Senses: Passive Perception 10, Insight 12, Investigation 9
Str: 16 (+3)|Dex: 10 (+0)|Con: 15 (+2)|Int: 8 (-1)|Wis: 10 (+0)|Cha: 14 (+2)
Languages: Common, Solamnic, Abanasinian, Draconic


"Lay on Hands": 5/5 | "Divine Sense": 3/3 | Precise Strike: 2/2 |  Spell SlotsPlaceholder until level 2


Actions/Narration

"Words"

Thoughts

OOC/Actions

For OOC comments or to elaborate actions

 

Edited by The NTR Knight (see edit history)
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Statblock

Medium humanoid (human), Lawful Neutral
Age: 28 years old | Height: 5′10″ (178 cm) | Weight: 166 lbs. (75 kg)
Armor Class: 18 (16 chain mail + 2 shield) | Max HP: 12 (1d10 + 2)
Speed: 30 ft.
Proficiency Bonus: +2

STR
16 (+3)

Save: +3
Athletics: +5
Carrying Capacity: 240 lb.
Lift/Push/Drag: 480 lb.

 

DEX
10 (+0)

Save: +0
Acrobatics: +0
Sleight-of-Hand: +0
Stealth: +0☆

 

CON
15 (+2)

Save: +2





 

INT
8 (-1)
Save: -1
Arcana: -1
History: -1
Investigation: -1
Nature: -1
Religion: -1
WIS
10 (+0)
Save: +2
Animal Handling: +2
Insight: +2
Medicine: +0
Perception: +0
Survival: +2
CHA
14 (+2)
Save: +4
Deception: +2
Intimidation: +4
Performance: +2
Persuasion: +2

 

☆ disadvantage on Dexterity (Stealth) checks from Chain Mail Armor.

Damage Resistances: 
Damage Immunities: 
Senses: Passive Perception 10, Passive Insight 12, Passive Investigation 9
Languages: You can speak, read, and write Common, Solamnic, Abanasinian, and (Undecided)
Proficiencies: l. armor, m. armor, h. armor, shields, martial weapons, and simple weapons

Actions

Battleaxe (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) slashing damage.
Versatile damage: 8 (1d10 + 3) slashing damage.
Javelin (thrown). Ranged Weapon Attack: +1 to hit, ranged 30/120 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.
"Divine Sense". Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. 3 uses per long rest.
"Lay on Hands". Touch a creature and draw power from a pool of hit points (5 x Paladin Level) to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Bonus Actions

Shove (Shield Master). Shove a creature within 5 feet using your shield after you take the attack action on your turn.

Reactions

Block (Shield Master). If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Edited by The NTR Knight (see edit history)
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DISCLAIMER

Mechanically, Emil is no different from a Paladin. In rp, however, he is anything but a paladin. With the permission of the DM, I have reflavored him being a Paladin to instead become one pissed off fighter. Lay on Hands? He just shouts at someone to get back up. Divine Health? He just powers through whatever sickness he has. Divine Smite? It's just him striking harder fueled by pure spite. No gods no masters, only vengeance.

I have placed quotation marks on any relevant Paladin features to avoid confusion. Thanks.

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3 minutes ago, The NTR Knight said:

DISCLAIMER

Mechanically, Emil is no different from a Paladin. In rp, however, he is anything but a paladin. With the permission of the DM, I have reflavored him being a Paladin to instead become one pissed off fighter. Lay on Hands? He just shouts at someone to get back up. Divine Health? He just powers through whatever sickness he has. Divine Smite? It's just him striking harder fueled by pure spite. No gods no masters, only vengeance.

I have placed quotation marks on any relevant Paladin features to avoid confusion. Thanks.

Shout, yes, but touch is still necessary. Just to be clear. But yes, it's all good.

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Lines & Veils

Lines

  • Pretty much nothing. I can stomach just about anything provided there's a literary reason for its presence and not just part of "The Writer's (or in this case, the DM's) barely disguised fetish™". Though I do draw the line at anything blatantly sexual done on children, hinting at it happening is fine though. If it can happen irl it can happen irp, and just like irl I relish in the chance to beat the shit out of subhuman trash that commit such acts irp.

Veils

  • Sexual stuff. Get a room, if I wanted to see pornography, I wouldn't come to this site of all places.

Thumbs-Up (stuff you’d actually be happy to see!)

  • Love me some good character drama.
  • Romance? idk, seems like it'd be fun to try.
  • Bloodshed. Opportunities to just go full force is much obliged.
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